Comments and answers for "forcing texture resolution?"
http://answers.unity.com/questions/16726/forcing-texture-resolution.html
The latest comments and answers for the question "forcing texture resolution?"Answer by sean
http://answers.unity.com/answers/16881/view.html
<p>Okay, kiddies. Let's review binary format precision 101:
An 8-bit int can store 256 different values at a fixed spacing.
3 8-bit ints can store 2^24 different values at a fixed spacing.
A 32-bit float can store 2^32 different values, with a ridiculous density spike between -1.0 and 1.0.
3 32-bit floats can store... you get the picture.</p>
<p>So if you want a really nice smooth normal-bump curve on a screen-sized normal map, do you want to</p>
<p>a) create a next-power-of-2-above-screen-resolution normal map precisely storing the direction of the normal at each pixel with a per-axis granularity of of 128 ticks each side of center for a theoretical number of expressable normal vectors of 16777216 (far fewer accounting for the fact that each vector "should" be unit-length)</p>
<p>OR</p>
<p>b) create the smallest normal map that will capture the curvature of your surface and let the graphics card sample it with interpolation to 32-bit floats in each direction with, I believe, a full half of those expressable values existing between -1 and 1 for a grand total of 9903520314283042199192993792 expressable vectors (wiht a similar fraction in the unit-length range)?</p>
<p>If your answer is (a), give yourself a facepalm. Then try a normal map of size 32 or 64 or something.</p>
<p>Yes, folks, it would appear no texture downsizing took place, I was just seeing artifacts of inadvertently intended behavior.</p>Fri, 07 May 2010 17:42:10 GMTsean